Rules Essen 2006 Flyer Game

Author & artwork:
Richard van Oostrum


Playing Material:
1 Playing field
6x colored dice
1x 'normal' die - D6
6x Markers

No. of players: 4

Object of the game:
To collect the most points.

Preparation:
1. Choose a corner dot of the playing field to use as a homebase. You will be trying to get markers to this homebase during the game.
2. Make a stack of all the markers in the center of the playing field. Use the following order in the stack (bottom to top): white, yellow, green, blue, purple, red.
3. throw 6 times with the normal die, these are the values (points) for the colors, from low to high. Lowest outcome of the dice roll is the value for red. Highest outcome is the value for white.
The player who is last goes first (Ehm...)

turn sequence:
1.roll the dice
2.move the markers, according to the dice.


A player can activate a color on the playing field, to move a marker there.
A player must 'pay' for this move a minimum of 2 dice, 1 for the color space to move to, and 1 for the color that moves. If more than one marker are moved to the same color space, a player pays 1 corresponding color for each of the markers that are moved, but only 1 for the color space. The markers move 1 by 1, so when moving more than one marker at a time, the order of the markers in the stack is inverted.
Any die can be used to pay for a marker or a color space (as long as the colors match).
Crossing a black line on the playing field counts as moving to a new color space.

Optional rule: A marker that is underneath any other marker cannot be moved.

Example:

A player rolled 2 red, 1 blue, 1 yellow, 1 white in the beginning of a game.

The player can now 'activate' the red field, and can use the rest of the dice to move markers there. If there was a purple die, the player could also pay this to move markers even further.

If playing with the optional rules, note that this player can only move the red marker, because there is no purple die available to pay for the purple marker. The purple marker blocks the other markers underneath it.

To get from the yellow space to the homebase, you will need 2 white dice (plus the colors you would like to move): 1 die for the outer border, and 1 die for the step from the outer border to the homebase. Note that the outer border is connected to every player's homebase!

Example:

There is a green marker on the yellow color space. If a player wants to move this to his homebase, he has to throw 2x green and 2x white. One white is paid for the outer border, one white is paid for the homebase, two times green to move the green marker two times in one turn.

End of the game:

The game ends, when all markers have ended on a homebase, or when all players are tired of this game and want to play L.S.D instead.
The player with the most points wins the game.

 
 

© 2005 Symbiose